Yet another adventure awaits!
For first-time readers;
The adventurers can be found here: Link
The first Campaign round summary: To the beginning!
The second Campaign round summary: The adventures continues!
With their captain still recuperating, the group sets out to find themselves a job. Mr Hammer stays behind, in equal parts guard and nurse to the ailing captain.
Chiyo goes to the markets, in search of a good find, she manages to find an old instruction manual! Sadly it's written by an utter lunatic, and no-one could get an use out of it..
Mr Smith, with Duke in tow, sets out to visit a pair of patrons, looking to see if there are any jobs up for grabs. Luckily, the Calami diplomat that gave them their initial mission has another one for them, but this one is a bit different!
The adventurers managed to resolve a rumour, and therefore get to start a quest! A quest is a series of linked adventures where you look for leads, and these will eventually lead you to a final mission, and your prize!
Their benefactor asks them to escort a important alien vip, who is to help with locating the artefact they are after. He is stuck in the badlands after a mechanical breakdown, and he needs to reach the local Unity base. From there they should be able to grab a shuttle back to the city.
The reason he needs the escort is of course the roving bands of renegades, mutants and other scum and villiany that usually hide out in the badlands.
Finding the Vip goes without incident, but now they need to get him to safety..
Mr Hammer is wired up with a Gattling gun (counts as rattle-gun) and a brutal melee weapon.
Chiyo carries a handgun, as well as her wrench.
Mr Smith has a modified assault weapon (counts as rattle-gun with assault module)
Duke has his combat armour, a hunting rifle, handgun and a frag grenade.
Now that they think about it, it's strange they got so far encountering absolutely no-one.. Their would-be ambushers are a renegade Unity outfit, carrying auto rifles and a rattlegun. The leader calls out to them: "If you lay down your weapons and empty your pockets, we promise not to kill you."
While a tempting offer, our heroes graciously decline, they do have a mission to complete.
A burst of fire knocks him down, and the leader of the renegades manages to knock off a wound from Mr Hammer.
Unrelenting as always, he forges onward, the gate to safety so close!
Duke, for all his bravado, manages only to make an enemy flinch, but no kills!
It doen't take long before the well-trained marines are circling around to hit Mr Hammer from several directions. One of them did misscalculate his distance to the warbot, and was quickly charged by Mr Hammer. The outcome all but a foregone conclusion, a heavy fist crushed the armour, and the head of the unfortunate trooper.
This doesn't slow him down at all, but he continues towards the gate, Vip in tow.
Then in a terrible turn of bad luck, reinforcements turn up for the renegades!
Taken by surprise, Duke gets knocked down. Shooting resumes from the adventurers, but to little effect. Duke does manage to find his feet and get to cover, on the rocks behind Mr Smith.
Chiyo takes the lead, with Smith and Duke close behind. A trooper charges the mechanic, thinking her an easy target, but he is soon proved wrong. In the toolbox she carries a wrench is kept handy, and swung in a painful arc, the helmet of her attacker is seriously dented and he goes down.
The Andromeda cultists seems to have taken an interest in whatever the Vip knew, even if they are late to the party.
Caring fairly little for the Unity, as well as our heroes, their lightning guns and energy-staffs fire, killing and driving the renegades before them.
Things aren't all bad for the renegades however, their leader manages to slay a cultist in close combat.
The cultists continue to reap a grim harvet from the Unity renegades. if they can't have their prize now, they will settle for taking out their frustration on the closest creature.
All but Mr Smith makes it into the Unity base unscathed, he did finally make it back, but it took him some time, crawling slowly and dodging the cultists.
The first part of their quest finished, the adventurers find out that the Vip is a fairly renowned scientist, recruited to unearth a ancient alien artefact. While not a shattering revelation, it's enough to gain them a lead, with his help they'll have a chance at least!
For their trouble the adventurers receive 4 doses of Booster drugs and a Repair Kit.
Mr Smith was taken to a auto-surgeon while in the compound, and his resting time was shortened to a single turn. At the same time, Captain Aldous Black was feeling better, and he will be back for the next turn. Having had too much time to check out his favorite westerns, Aldous have picked up the "rapid fire" talent.
Mr Hammer and the Captain gets into an argument, but it's resolved peacefully.
Knowing that they are after the same prize, the Andromeda Cult is now an enemy of the Adventurers.
Well on their way to aquiring a new spaceship, the party has gotten into a groove! but they have also made a powerful enemy in the Cult.
The campaign system is quite exellent, I like it more the more I play it. But soon I'll have to come up with some talents and psionics of my own, to fit some other settings. It will give me an alternative to Pulp Alley for my myriad projects..
I hope you'we liked it, til next time!